Editing Talk:MTH:Character
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Verve does not recover between sessions because some powers are used during down time and would be unbalanced if you got to keep using them during every "scene" of down time. - BunniRabbi | Verve does not recover between sessions because some powers are used during down time and would be unbalanced if you got to keep using them during every "scene" of down time. - BunniRabbi | ||
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β | A | + | 1/5/14 - A previous edit contained additional bonuses to health and exp granted per power level. Health limits are useful for storytellers so that action level doesn't eclipse drama level (as per the notes given in the Storytelling section of Exalted), so this was removed. |
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+ | Likewise, adding exp at higher levels is contradictory to having the exp costs increase fore each level of the power level stat. Why make it cost more exp *and* make it easier to get exp? Similarly, having the requirement that the character defeat other superhumans is a gamist concept and doesn't fit in narrativist games. A character should never be required to enguage in conflict to progress. | ||
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+ | That being said, nothing says a group could not play More Than Human as a gamist game, but that would be more appropriate as a set of optional rules. | ||
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+ | 6/26/14 - Thinking more about that optional set of gamist rules, a few points come to mind: | ||
+ | 1) It might be useful to note in the individual power entries which powers are particularly suited to gamist play, as in a gamist game an ST may wish to make some kind of house rule to make access to these powers easier, and STs in particularly non-gamist games may wish to do the opposite. | ||
+ | 2) One problem that seems likely to arise is characters getting excessively spaced out from one another, such that some players without movement-oriented are consistently getting left out of scenes. A gamist ruleset should probably include some allowance to make sure a character either has movement powers or has easier access to vehicles. |